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Ranger Playbook A4 Be 1

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0% found this document useful (0 votes)
16 views2 pages

Ranger Playbook A4 Be 1

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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NAME LEVEL CALLING ANCESTRY

If you chose Human, the first time you Level Up, instead of taking an Advanced
Human: Aedan, Brynn, Elise, Hugo, Maeve, Roland, Tamsin
Thalnor - Lawful Move, you may instead discover a latent heritage and take a second Ancestry Move.
Elf: Thalindor, Elandra, Caelen, Meril, Gilthon, Irime, Calenhir
Halfling: Marigold, Bramble, Lily, Pipwick, Dandelion, Hazel, Brook XP Guardian of Boundaries: Safeguard an Human
Satyr: Panos, Lykos, Faunel, Satyron, Nysus, Clothis, Daelis important boundary.
Humans are versatile and
Orc: Ugdar, Thrum, Groln, Mokdor, Lugosh, Torgrum, Dungar
THE RANGER
start with any ability.
Titan: Grothar, Haldar, Borin, Grizzok, Stellan, Brogan, Grentar Level Up at Current lvl +7
Calista - Chaotic Elf
Arcane Affinity: When you take a moment
to clear your mind, the GM will tell you
Lost and Liberated: Wander off the beaten what here is magical.
BONDS Max: 4 Bonds
path.
Fill in at least one with the name of a companion, or write your own. A Taste for Home: When you Make Camp
Halfing in cities, you don’t need to use a Ration.
was guided by me before, has no respect for nature, Eldros - Altruistic
and now they owe me. so I have no respect for them. Cycle Sage: Return something to its state of
nature. Animalism: Your Animal Companion gets
is a friend of nature, so I does not understand life in
will be their friend as well. the wild, so I will teach them.
Satyr +1 Cunning.

Custom Calling
Independent Initiative: When you are
Orc separated from your party, take +1 ongoing
until to escape or reunite with your allies.
LOOK ARMOUR
Choose one for each, or write your own: Wanderlust: When you Undertake a
Titan Perilous Journey and take none of the
EYES: Piercing, Observant, Mysterious, Focused
roles, one ally of your choice can take +1
HAIR: Tousled, Braided, Wild, Shaved forward for the journey.
VOICE: Woodsy, Quiet, Mysterious, Gravelly HIT POINTS GEAR
BODY: Lithe, Rugged, Muscular, Graceful 100 Coin, 5 Rations, Max load
Max (8 + Constitution) 3 Ammo = 1 weight (11 + STR)
SKIN: Camouflaged, Tanned, Earthen, Oiled Custom ancestry
OUTFIT: Earthy, Practical, Tribal, Rustic Starting Gear:
EMBLEM: Engraved, Carved, Braided, Woven Dungeon Rations (5 uses, ration, 1 weight)

Leather Armour (1 Armour, worn, 1 weight)


DAMAGE Bundle of Arrows (3 ammo, 1 weight) COIN RATIONS
Choose your armament:
Spent Eaten
Hunter’s Bow (near, far, 1 weight), &
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)
Short Sword (close, 1 weight)
Notes and other Gear:
Hunter’s Bow (near, far, 1 weight)
Strength Dexterity Constitution Spear (reach, 1 weight)
Choose one:

STR Weak -1 DEX Shakey -1 CON Sick -1


Adventuring Gear (5 uses, 1 weight), &
Dungeon Rations (5 uses, ration, 1 weight)

Adventuring Gear (5 uses, 1 weight), &


Bundle of Arrows (3 ammo, 1 weight)

Intelligence Wisdom Charisma

INT Stunned -1 WIS Confused -1 CHA Scarred -1

Overworld is a Dungeon World Setting by Angelus Morningstar


STARTING MOVES ADVANCED MOVES
You begin with all of the marked moves. When you gain a level from 2-10, you may choose from these moves.

Animal Companion Blot Out the Sun Man’s Best Friend God Amidst the Wastes
You have a supernatural connection with a loyal When you Volley you may spend extra ammo When you allow your Animal Companion to take Dedicate yourself to a deity (either choose your
animal. You can’t talk to it per se but it always before rolling. For each ammo spent you may a blow that was meant for you, the damage is current Calling, or choose a new Calling). You

THE RANGER
acts as you wish it to. Name your animal choose an extra target. Roll once and apply negated and your animal companion’s ferocity gain the Commune and Cast a Spell cleric moves.
companion: . damage to all targets. becomes 0. If its ferocity is already 0 you can’t When you select this move, treat yourself as a
use this ability. When you have a few hours of cleric of level 1 for using spells. Every time you
Choose a species: Wolf, Cougar, Bear, Eagle, Dog,
rest with your animal companion its ferocity gain a level thereafter, increase your effective
Hawk, Cat, Owl, Pigeon, Rat, or Mule. Camouflage returns to normal. cleric level by 1.
Choose a base: When you keep still in natural surroundings,
Ferocity +2, Cunning +1, Instinct +1, 1 Armour enemies never spot you until you make a Well-trained A Safe Place
movement.
Ferocity +2, Cunning +2, Instinct +1, 0 Armour
Choose another training for your animal When you set the watch for the night, everyone
Ferocity +1, Cunning +2, Instinct +1, 1 Armour companion. takes +1 to Take Watch.
Ferocity +3, Cunning +1, Instinct +2, 1 Armour Viper’s Strike
Choose as many strengths as its Ferocity: When you strike an enemy with two weapons at Wild Empathy Feigned Strike (DEX)
once, add an additional 1d4 of damage due to
Fast, Burly, Huge, Calm, Adaptable, Tireless, your off-hand strike. You can speak with and understand animals. When you employ a feint to deceive your
Quick Reflexes, Camouflage, Ferocious, opponent in close combat, roll+DEX.
Intimidating, Keen Senses, Stealthy
Follow Me Familiar Prey On a hit,(10+), you or an ally take +1 forward on
Your animal companion is trained to fight attacking them.
humanoids. Choose as many additional training When you Undertake A Perilous Journey you can When you Spout Lore about a monster you use
as its Cunning: take two roles. You make a separate roll for each. WIS instead of INT. On a swing (7-9), your deception works, but
exposes you to danger or a counterattack.
Hunt, Search, Scout, Guard, Labour, Travel, Fight
Monsters, Perform When you gain a level from 6-10, you may choose from these moves.
Choose as many weaknesses as its Instinct:

Flighty, Savage, Slow, Broken, Frightening,


Wild Speech Smaug’s Belly Unnatural Ally
Forgetful, Stubborn, Lame Replaces: Wild Empathy When you know your target’s weakest point your Your animal companion is a monster, not an
You can speak with and understand any non- arrows have 2 piercing. animal. Describe it. Give it +2 Ferocity and +1
Command magical, non-planar creature. Instinct, plus a new training.

When you work with your Animal Companion on Strider Custom or Multiclass abilities
something it’s trained in: Hunter’s Prey Replaces: Follow Me
• Attack the same target: add its Ferocity to Replaces: Familiar Prey When you Undertake A Perilous Journey you can
your damage.
When you Spout Lore about a monster you use take two roles. Roll twice and use the better
• Track: add its Cunning to your roll. result for both roles.
WIS instead of INT.
• Take damage: add its Armour to yours.
• Discern Realities: add its Cunning to your roll. On a critical hit (12+), in addition to the normal
• Parley: add its Cunning to your roll. effects, you get to ask the GM any one question A Safer Place
• Someone Interferes with you: add its Instinct about the subject.
Replaces: A Safe Place
to their roll.
When you set the watch for the night, everyone
Viper’s Fangs takes +1 to Take Watch. After that night everyone
Called Shot (DEX) takes +1 forward.
Replaces: Viper’s Strike
When you attack a defenceless or surprised When you strike an enemy with two weapons at
enemy at range, you can choose to deal your once, add 1d8 damage for your off-hand strike. Observant
damage or name your target and roll+DEX.
Replaces: Follow Me
• Head: swing - they do nothing but stand and
drool for a few moments. Hit - as a swing, plus Special Trick When you Hunt and Track, on a hit you may also
ask one question about the creature you are
your damage. Choose a move from another class. So long as tracking from the Discern Realities list for free.
• Arms: swing - they drop anything they’re you are working with your animal companion you
holding. Hit - as a swing, plus your damage. have access to that move.
• Legs: swing - they’re hobbled and slow
Overworld is a Dungeon World Setting by Angelus Morningstar
moving. Hit - as a swing, plus your damage.

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